• 제목/요약/키워드: Product Experience

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한국 국가이미지가 독일시장 내 구매결정에 미치는 영향 분석 - 독일 4개 시장을 중심으로 - (A Study on German Market of Korean Image Influence in Purchasing Decision - Focusing on 4 Markets in Germany -)

  • 한수진;김병구;이춘수
    • 국제지역연구
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    • 제12권2호
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    • pp.251-274
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    • 2008
  • 본 연구는 해외 유수 다국적기업과의 경쟁에서 우위를 점하기 위해 EU국가 중 가장 크고 진출이 어렵다는 독일을 대상으로 한국제품의 경쟁력 평가를 실증분석 하였다. 특히 제품평가에 미치는 요인으로 국가차원, 기업차원의 다양한 이미지와 소비자의 구매경험 그리고 원산지 확인 유무 등을 활용하여 실증분석을 하였다. 실증연구 결과에서 국가차원의 한국경제이미지, 한국일반이미지는 한국제품평가에 유의한 영향을 미치는 것으로 나타났다. 이는 독일 소비자가 한국을 경제적 측면과 정치, 사회문화 등의 일반 이미지에 있어 좋은 이미지를 갖고 있으며 이것이 제품평가에 긍정적으로 영향을 미치는 후광효과가 있음을 보여주는 것으로 판단된다. 추가적으로 브랜드 구매경험과 한국에 대한 지식 여부가 독일 소비자의 한국상품 평가에 미치는 영향 또한 분석하였다. 독일에서의 제품 경쟁력 평가에 있어는 국가차원의 경쟁력과 이미지가 중요한 역할을 한다는 실증결과는 국가차원에서 경쟁력을 확보하기 위해 경제뿐만이 아니라 정치적, 문화적으로 선진화된 이미지를 만드는 것이 중요한 과제라는 시사점을 제공하였다.

시스템 디자인 연구 : 가구제조회사의 서비스화 실제 사례 중심으로 (Product-Service Systems Design Approach : Servitization of a Small Furniture Manufacturing Company)

  • 김용세;이주혜;이희주;이준서
    • 한국과학예술포럼
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    • 제20권
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    • pp.159-171
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    • 2015
  • Service elements are added to the product to improve the company it its sales and innovation. The servitization process could take many different routes reflecting various properties of the manufacturing firm and its business contexts. Product-service systems (PSS) design method developed at Sungkyunkwan Universty, Service Design Institute, has been applied to a small furniture manufacturing company to demonstrate the utility of the method and to devise improvements. First, the business context of the company has been analyzed and key values have been identified. A co-creative session has been conducted to develop initial service concepts to drive those key values. The diverse positioning of those service concepts on the scale of service supporting product and service support customer is then developed to plan servitization phases. The specific service concepts are about company-customer relationship building as well as customization and personalization in this case. Initial service concepts are detailed with service blueprint so that prototyping and customer experience evaluation can be done. Business models in different servitization phases are designed. Further prototyping and customer experience evaluation has been done with business strategy improvements. In this paper, the proudct-service systems design method has been reviewed and the specific and real processes of the servitization using design will be described with discussion on the improvement of the method and the enhancement of the business.

E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권9호
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

The Effect of Rating Dispersion on Purchase of Experience Goods based on the Korean Movie Box Office Data

  • Chen, Lian;Choi, Kang Jun;Lee, Jae Young
    • Asia Marketing Journal
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    • 제21권1호
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    • pp.1-21
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    • 2019
  • Online platforms often provide rating information to customers to relieve the uncertainty they encounter when purchasing experience goods. Prior research has focused mostly on the roles of rating volume and the valence of an average rating among the various possibilities. However, less frequently investigated is the effect of rating dispersion, which may be associated with uncertainty regarding how well a product fits a customer's personal preference, on new trials of experience goods. In this study, we examine the effect of rating dispersion on new trials of experience goods and identify the conditions which intensify or reduce the effect. Empirical analyses of movie box office sales data and online rating data reveal three interesting findings. First, movie sales decrease as movie ratings become increasingly dispersed. Second, the negative effect of rating dispersion on movie sales is more pronounced with more rating volume. Third, this negative effect weakens when additional information about a movie is available (i.e., higher average rating, greater star power, and time since its release). We discuss the academic and practical implications of our findings.

제품디자인에서 미적 표현형식으로서 움직임의 사례 -모리스 메를로 풍티의 지각에 근거하여- (A case on the moving as an aesthetic expression form in product design based on the perception of Maurice Merleau Ponty)

  • 이성호
    • 스마트미디어저널
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    • 제3권3호
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    • pp.36-45
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    • 2014
  • 메를로 퐁티의 지각에 근거하여 본 연구자는 움직임을 제품에 구조화된 고유한 미적 성질과 표현 그리고 가치가 통합되어 의미, 즐거움을 체험하는 형식으로 규정했다. 본 연구의 목적은 웨어러블, 유비쿼터스, 인터랙션, 놀이, D.I.Y, 유니버셜, 에콜로지는 이 움직임이 다양하게 제품디자인에 주제화된 형식, 양상임을 주장하는 것이다. 이는 움직임과 모든 디자인형식들 사이의 다음과 같은 유비추론의 방법과 형식에 따라 판단된 결과이다. 첫 번째, 움직임은 미적 표현과 가치의 통합으로써 미적 판단의 근본적, 보편적 명제, 공리다. 두 번째, 모든 디자인형식들은 미적 표현체계에 근거한 가치가 주제화된 사례다. 세 번째, 따라서 모든 디자인형식들은 미적 가치에 의거한 표현의 양상이다. 이상과 같은 판단, 추론의 확실성은 미적 표현으로서 움직임과 디자인형식 사이의 일치가 사실이라는 증명이다. 즉, 미적 가치가 연구된 모든 디자인형식들에서 주제로 성립하여 사용자가 실제로 미적 의미, 즐거움을 체험하였음에 대한 증명이다. 이에 대한 보증은 사용자의 생활 속에서 개개인의 체험이 유일하다. 움직임은 제품의 존재, 사용자의 당위를 미적(실천적) 차원에서 통합함과 동시에 이에 근거해 성립한다. 본 연구의 모든 연구사례에서 강조되는 것은 제품이 아니라 움직임이다. 따라서 제품디자인은 이러한 움직임을 제품에 구조화하는 활동으로 전환된다.

온라인 쇼핑몰 패션 제품 설명 소구 유형과 댓글의 방향성.유형에 관한 연구 (A Study on the Fashion Product Description Appeal Type, the Direction and Type of Consumer Replies on Online Shopping Mall)

  • 김보경;김미숙
    • 복식문화연구
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    • 제18권3호
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    • pp.408-422
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    • 2010
  • The purposes of this study is to investigate the attitudes and value of fashion product description and consumer replies used in online shopping malls, and to examine the differences in the perceived reliability(objectivity, expertise, trustworthiness) preference and purchase intention toward the product as determined by the appeal type (evaluation-sentimental vs. factual-information) of the product description, the direction(negative vs. positive) and type(factual vs. evaluative) of consumer replies for the product in online shopping malls. Data was collected from female college students with fashion products purchase experience at online shopping malls by questionnaire survey (N=424) and analyzed by using frequency analysis, t-test and ANOVA. Results showed that consumers respondents tended to read product description and other consumer replies before purchasing, when shopping for fashion products through an on-line shopping mall. They thought that sellers' product description and the consumers' replies were helpful in making their decision; but, they were also skeptical about product description. Respondents showed higher perceived reliability, preference and purchase intention to the factual-information type product description than the evaluation-sentimental type. Positive consumer replies were more effective in yielding higher preferences and purchase intentions. Factual replies tend to yield higher reliability than evaluative replies.

Product Quality Control Activities and Repurchase Intention in Agro-product E-commerce

  • Zi-Hui BAI;Chao XU;Sung Eui CHO
    • 융합경영연구
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    • 제12권1호
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    • pp.1-15
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    • 2024
  • Purpose: This study aims to explore the critical factors in the quality control activities of agricultural products in e-commerce companies and analyze how these factors affect customers' perceived value and repurchase intention. Finally, it further reveals the mediating role of perceived value between the factors of quality control activities of agricultural products and customer repurchase intention. Research design, data and methodology: This study identified six independent factors within agricultural product quality control activities: freshness, assurance, diversity, grading, packaging, and timeliness. Subsequently, the impact of these factors on customer repurchase intention was analyzed. Additionally, perceived value was considered as an intermediary variable between the independent and dependent variables. Data was gathered from 269 Chinese consumers who had experience purchasing on agricultural product e-commerce websites. Results: The study results indicate that the relevant factors within agricultural product quality control activities strongly influence customer repurchase intention, with perceived value mediating this relationship. Conclusions: The significance of this study lies in its exploration of the relevant factors within agricultural product e-commerce's product quality control activities. It identifies their impact on customer repurchase intention and confirms the mediating role of perceived value. The results of this research offer valuable insights and practical guidance for academics in related research fields and practitioners in the agricultural product e-commerce industry.

An Exploratory Case Study on Types of Teaching and Learning with Digital Textbook in Primary Schools

  • SUNG, Eunmo;JUNG, Hyojung
    • Educational Technology International
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    • 제19권1호
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    • pp.35-60
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    • 2018
  • The purpose of this study was to analyze the types of lesson and its effectiveness with digital textbook. To address those goals, we had observed five classes of the primary school, which designated as a research pilot school for digital textbook. Based on the result of observation, 3 types of lesson with digital textbook were categorized: Teacher-directed lecture (type 1), Blended learning (type 2), and Flipped learning (type 3). Depending on the type of lesson was analyzed the positive and negative effectiveness by means of matrix analysis method. As a result, in Teacher-directed lecture (type 1), there was found out the participation of the lesson in atmosphere of stable and comfortable as positive experience, also digital textbook operating immature and boring as negative experience. In Blended learning (type 2), there was found out the fun by sharing the product and peer feedback, and flow by learning transfer as positive experience, also digital textbook operating immature and understanding the difference between assignments as negative experience. In Flipped learning (type 3), there was shown the positive attitude and ownership in the lesson as positive experience, also distracting and boring in the lesson when learner was excluded in participation as negative experience. Based on the results, we suggested some strategies for improving positive experience and protecting negative experience in the lesson with using digital textbook.

의류제품의 매스 커스터마이제이션을 위한 디자인 과정 참여시 소비자가 경험하는 플로우의 역할에 관한 연구 (Role of the Flow that Customers Experience upon Participating in the Design Process for the Mass Customization of Apparel Products)

  • 장지연;이윤정
    • 한국의류학회지
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    • 제34권4호
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    • pp.606-616
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    • 2010
  • This study investigates the flow that customers experience when they participate in a design process for the mass customization of apparel products according to participation level and individual personalities. In addition, how the flow influences the satisfaction and final purchase intention is also examined. The subjects were 600 female consumers. The following results were found: First, the level of mass customization was higher, the enjoyment, concentration, product satisfaction, and total satisfaction were higher. Second, the paths of 'participating ability'$\rightarrow$'flow', 'flow'$\rightarrow$'satisfaction'$\rightarrow$'satisfaction' 'final purchase intention' were significant. The process satisfaction had a more significant influence on the final purchase intention than the product satisfaction. Finally, the participation ability had a moderating effect for the flow experience according to the level of mass customization.

사용자 경험 및 욕구파악을 통한 웹서비스 및 디자인 기획 (Web Service and Design Planning through User Experience and Understanding of Desire)

  • 김진곤
    • 한국콘텐츠학회논문지
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    • 제7권10호
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    • pp.97-104
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    • 2007
  • 본 연구는 웹서비스 및 디자인 기획에서의 정량적 사용성 분석방법과 정성적 사용성 분석방법을 혼용하여 개발한 방법론의 소개를 통해 사용자 심층적 경험과 욕구파악의 중요성을 강조하고 및 이의 적극적 활용을 제안하고자 한다. 본 연구방법론은 People, Prototype, Product에 대한 조사범주 및 3단계 순환과정의 반복과 탐험적 과정을 통해 사용자의 잠재된 경험과 욕구를 발견하고 이를 웹서비스 및 디자인 기획에 반영 가능하도록 한다는 데 의의가 있다.